/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h
Save the packages the assets live in. All objects that live in the package will be saved. Will try to checkout the file first. The Asset will be loaded before being saved.
True if the operation succeeds.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool SaveAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetToSave, bool bOnlyIfIsDirty )